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TTW Vanilla Bug-Fix Add-on

What's new and upcoming in Tale of Two Wastelands? Find out here.
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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

sandwichsandwich wrote:

Post by Risewild » Fri May 10, 2013 2:44 am

[quote=sandwichsandwich]


@rboab, I think when I first got OWB and the crashes started I wasn't really using mods as I was still playing the full base game before messing with it. By that time I might have had one that increased the 3rd person camera distance and a backpack mod, but nothing particularly fundamental that I would expect could cause such a problem. It's been a while since it started but I think I did try playing with everything disabled and there was no difference. I should check again to be sure; no-one else seems to have had anything like this level of difficulty with it so something's likely gone funny with my setup but I thought it was worth asking, just in case... I think the dialog loop in OWB is quite common though. At the point where you're discussing with your brain whether you want to be reunited your brain talks about the things you've seen and done together; you can get stuck in a repetitive loop talking about the events of Come Fly With Me and That Lucky Old Sun. If you haven't done the quests your brain is referring to it doesn't mention them so the loop doesn't occur. I don't recall the specific dialog tree that gets you there unfortunately; what with all the crashing I don't play OWB very much so my memories are a bit vague.


[/quote]


That is a vanilla FNV bug. IIRC the wiki also mentions it, let me try and find it.


Here it is, check the first entry in the Bugs section:


http://fallout.wikia.com/wiki/Old_World_Blues_%28quest%29


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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

The two robots that disappear

Post by Risewild » Sat May 11, 2013 11:37 am

The two robots that disappear during the Big trouble in Big Town quest.


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paragonskeep
Posts: 738
Joined: Thu Oct 25, 2012 6:19 pm

Sorry, maybe it's an added

Post by paragonskeep » Sat May 11, 2013 3:32 pm

Sorry, maybe it's an added thing from FWE or something. I'm running A LOT of mods I'll check into seeing which one may have added that addition.


If life is but a test, where's the damn answer key?!?!?

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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

paragonskeep wrote:

Post by Risewild » Sun May 12, 2013 2:02 am

[quote=paragonskeep]


Sorry, maybe it's an added thing from FWE or something. I'm running A LOT of mods I'll check into seeing which one may have added that addition.


[/quote]


Well whatever the mod is I definitely think it is a great addition to the game if we can blow up that annoying infernal machine from the nine hells devil.


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Trm8r
Posts: 142
Joined: Sat Sep 22, 2012 12:49 pm

Sandwich, you don't happen to

Post by Trm8r » Fri May 17, 2013 2:45 am

Sandwich, you don't happen to have extra codecs installed, do you? I remember Fallout 3 had problems if FFdShow codecs were installed. Also if you have ATI card, remove the audio driver for it and use the sound from your motherboard.



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MrMedicinal
Posts: 83
Joined: Sat Jun 15, 2013 8:57 pm
Location: Two Sun, Arizona

Here's a minor but annoying

Post by MrMedicinal » Sat Jun 22, 2013 5:05 pm

Here's a minor but annoying bug in the New Vegas side, at the "Legion Raid Camp" at the southeast side of the map (near that irradiated town with all the ghoulified NCR Troopers,) The Legion's Powder Ganger prisoners tend to get up from their tied up animation, then Legion will occasionally start doing that animation while the Powder Gangers stand there and stare. Not sure if there is anything that can be done about it, but figured I'd tell you guys since it happens to me almost every playthrough.



hammerhorde
Posts: 14
Joined: Thu Nov 29, 2012 12:39 am

       Not sure if this is a

Post by hammerhorde » Tue Aug 06, 2013 10:14 am

       Not sure if this is a ttw bug or not but I`ll report it anyway. The radio drainage chamber that is outside jury street metro station gives a crash everytime I try to zone into it. I only have a few mods added. I have a flashlight mod that has never given any problems, the world of pain fo3 mod I installed recently and a plugin I made that changes some weapon stats and adds some custom weapons. I was getting this crash before I installed the wop mod as well.


    I have added some unique weapons to some of the drainage chambers but I didn`t alter this one. I can open the cell in the geck and see there aren`t any mesh errors. I thought it might be the raiders that spawn once you go downstairs so I deleted the raiders and the script trigger from the cell and it still gave a crash. Something I did notice was that whenever you near the manhole cover, a slave runs up to you with a exploding collar asking for help then after you diffuse it three raiders spawn and run over to you. I don`t remember that encounter happening in the stock fo3 game and thought maybe this had something to do with the raider trigger in the radio cache. Either way I cannot enter this drainage chamber without the game crashing. Not sure if anyone else has had this happen or not.



dawe1313
Posts: 162
Joined: Fri Mar 22, 2013 4:39 am

the "slave with the bomb

Post by dawe1313 » Tue Aug 06, 2013 2:59 pm

the "slave with the bomb collar and raiders" is one of FO3 random encounters. there is a random encounter spawn point near that drainage chamber. in my current playthrough, i got a group of "strange meat" hunters there. it's highly unlikely that is the cause of your problem.


also, i was able to enter the drainage chamber, and get the raider spawn, with no problems. chances are it's something particular to you. without more info, it will be hard to help.


did you try disabling all your mods (except TTW, of course) and see if the problem is still there? if you have a "dirty" mod installed, there is no telling what it could be affecting.


please use FOMM/NMM to export your load order as a txt file and upload said txt file in another post. that way maybe someone will be able to spot potential trouble makers



hammerhorde
Posts: 14
Joined: Thu Nov 29, 2012 12:39 am

         I already mentioned

Post by hammerhorde » Tue Aug 06, 2013 9:35 pm

         I already mentioned what mods I use, Only have 3 loaded and they are at the bottom of the load order. I am just reporting a bug I have, I know others might not have it because I never used to have it until recently. I suspect it might have something to do with going back and fourth from nv to dc many times that it throws something out of whack in that cell that I can`t load into it. I made no changes to the cell or added any items to it,and neither of the two plugins I have installed even touch that cell. Why would it just start crashing the game out of nowhere?


 


     I actually turned off the 3 plugins I have and made a new character and ran straight for jury street chamber and it still crashes. The only plugins loaded are the stock files ttw installed and the load order is the same as is posted on the page. Not a big deal really since there isn`t anything in that cell of vital importance but it is one of the places I cannot enter without a crash.



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

The Bug-fix Add-On is already

Post by TJ » Wed Aug 21, 2013 2:39 am

The Bug-fix Add-On is already in the works, already includes both of those (YUP is actually the base of the mod) When I get back to it I've got some meshes to remove, because the new UFO3P's fixed meshes do not get along with our fixed meshes, but for the most part it does the job. Doubtful it's released with the next version of TTW, as it's still very much in it's infancy, but fans of TTW will see a release in some form or another in the near future. Again, for anyone interested in this or any of my mods (working on 4 of them atm) I'm taking a short break for a day or two so as to not allow burnout to start setting in. I'm sure people would like to see PANZER eventually too.


My project Dash is on Kickstarter!



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